Technology

Cutting-edge graphics technology,
as a dedicated engine for 2D/3D editors.

Conventional web and native app frameworks couldn't fully harness GPU performance, or hit their limits building a unique experience where 2D, 3D, and UI are deeply fused. To achieve true cross-platform reach and zero-overhead processing by handling 2D / 3D / UI on a single foundation, Strura redesigned everything from the graphics base (wgpu) to the compute engine from scratch. It pushes each platform's hardware to its limit and delivers overwhelming performance that never interrupts the thinking of the person drawing space.

01 / GUI

Full-Scratch GUI

An in-house GUI framework

General-purpose GUI frameworks are designed for forms and 2D screens. But an editor with BIM-grade 2D and 3D viewports needs space, the graph editor, in-space manipulation, and UI working together on one screen without overhead.

Rather than bending the design to an existing framework's constraints, we design the UI runtime itself so 2D / 3D / UI can be handled on the same graphics foundation without distinction. That is Strura's approach.

  • Rust
    Core implementation language balancing safety and performance
  • winit
    Cross-platform window management and event handling
  • wgpu
    An abstraction layer that draws the most out of each OS's GPU (Windows / macOS / Web)
  • Custom Renderer
    An in-house rendering engine unifying 2D / 3D / UI in a single pipeline
  • Custom GUI
    A GUI framework wired straight to editor data, with no transfer loss
02 / Reactive

Signal-Based Architecture

Signal-driven diff updates

With its own rendering pipeline, Strura redesigned the very concept of the browser DOM. It eliminates the "double management" of a virtual DOM and a render cycle like React's, adopting a signal-based architecture in the family of SolidJS. State changes reflect directly into our own render nodes (a custom DOM), so responsiveness holds even on huge models.

01

Declarative UI

A declarative design that describes UI from state. The UI follows the complex state changes of an editor automatically and accurately.

02

No double cycle (signal-driven)

Resolves the "double rendering cycle" of virtual-DOM diffing plus actual drawing. From a signal's change notification, it rewrites only the custom render nodes that need updating, pinpoint and direct.

03

Minimal GPU rendering

Instead of recomputing and redrawing the whole screen every frame, only changed elements are sent straight to the GPU. Rendering load and overhead are cut to the extreme.

03 / Kernel

CAD Kernel

An in-house CAD kernel

"NURBS" for smooth curves, "Implicit" for complex booleans and simulation, and "B-Rep" to hold the final shape suited to BIM. Strura uses these representations optimally, and to handle architectural semantics and geometry as one, it develops its own CAD kernel from scratch.

Problems with existing kernels

  • Complex boolean processing (set operations) is prone to compute errors and breakage
  • Modeling methods are fixed, making free expression and BIM data hard to reconcile
  • Internals become black boxes, impossible to optimize for real-time edit propagation
  • BIM semantics and geometry data are separated, bloating data size and processing

Strura's approach

  • NURBS
    Mathematical representation of curves and surfaces
  • Implicit
    Fast, breakage-free processing of complex booleans and simulation
  • B-Rep
    Boundary representation outputs a clear topology structure easy to handle as BIM data
  • Node Graph
    Unifies NURBS / Implicit / B-Rep and architectural semantics in a single graph
04 / Render

Photorealistic Rendering

A built-in GPU path tracer

The building model you designed renders photorealistically in the built-in GPU path tracer, with no export to another tool. Materials, sun and sky, and lights are attributes the building data already holds. Design and visualization connect inside one runtime.

01

A physically based GPU path tracer

An in-house compute kernel written in WGSL. Physically based materials, a sun-and-atmosphere sky, HDRI, depth of field and denoising — all implemented from scratch.

02

The scene comes straight from the building data

Materials and lights are held as attributes of the building elements, and the renderer builds its scene directly from the same node graph. No export, no conversion.

03

It never stops the design

Rendering doesn't block editing. Watch the image converge, and keep modeling in the meantime.

05 / Architecture

Single Runtime & Parallel Execution

One runtime,
geometry computed in the background

Rather than linking UI, 3D, state management, building data, and the CAD kernel across separate frameworks, everything is processed in a single event loop. That eliminates wasteful data hand-offs between threads and complex state-sync cost. On top of that, only heavy geometry computation and draw-command generation are distributed in parallel to the background. The result is an architecture that keeps frame rates high and interaction smooth even on huge models.

Node Graph (BIM Core)
Holds building elements and dependencies in a single graph, optimized for parallel compute
↓
CAD Kernel (NURBS / Implicit / B-Rep)
Runs geometry and compute processing in parallel on background threads
↓
Reactive State Layer
Detects only the affected scope and propagates to UI and renderer at top speed
↓
Unified UI (2D / 3D / Scene UI)
UI panels and 2D/3D in-space handles are handled on the same UI model
↓
GPU Rendering (wgpu)
Viewport drawing and path tracing both make optimal use of each platform's GPU
06 / Comparison

Architecture Comparison

Two approaches compared

A general-purpose GUI made for forms and 2D screens (DOM / native toolkit)

A GUI foundation designed for 2D/3D editors

The ease of a web app and the performance of a native app. Strura adopts a new architecture that addresses both.

07 / Platform

Cross-Platform & Sync

Native and Web,
one protocol

Serious design work with huge building data shows its true worth on desktop native, free of memory or GPU limits. In the browser, WASM / WebGPU enable a comfortable, well-optimized experience. Across Mac, Windows, and Web, real-time sync and collaboration run on the same protocol.

01

Native First, High-Performance Web

Centered on desktop native without memory or graphics limits, it delivers a lag-free design experience even on huge models. On the web it drives WASM / WebGPU to draw out the best response under browser constraints.

02

Realtime Protocol Sync

Communication between apps and browsers is designed on a shared protocol. Even between Mac/Windows desktop apps and a web browser, one building data can be edited and shared in real time, simultaneously.

03

Optimized Choice

Settle in on desktop for heavy geometry, large model building and GPU rendering. Share with clients, or check and lightly edit on site — all in an install-free web browser. The right tool for each situation.

Try it in your browser.

The Strura modeling demo runs right in your browser. There is nothing to install. The desktop build for macOS and Windows is licensed to the people helping us test.